After working on my Deathmatch map in UE4 for the last few days, I have come to a realisation; I have A LOT more to learn when it comes to level design. I feel like - at least for my age - that I have a pretty wide knowledge on the skills I need / desire, however, it's something that constantly bugs me - am I good enough? Now, I don't mean that question to come off as needy, yet, I have noticed that the constant pressure to get into the industry and be the best has maybe even knocked me back a few steps as I desperately try harder to pump out an app, or a level, etc.
I'm young, I'm not supposed to be on the same par as industry veterans, however, I feel like I should be. Once again, I'm not using this for sympathy, more as a looking glass into my thought process when designing... and hey, if a fellow student stumbles across this in the same boat as me, I hope it will help them.
This is not me saying I am giving up - OH NO! - this is just a reflection to what I have already. I start back at uni for my third year in a few weeks. This project was just practice for my third year considering I will most likely be doing levels for those projects. I never sought out to have a fully finished fandango map with 'levelution' and 'striking visuals', no, just a quick block-out to test my skills and learn about new concepts of level design. Tomorrow I am writing a blog on Lines of Sight in multiplayer maps and how they affect flow and game-play. So, see this series more of a few tools and to show off my knowledge (sure I don't go too far into detail, just more of a nod, I don't have enough experience to really be flaunting around like I am a know-it-all, eh?).
Well, I think I should stop this here. I will use my third year at uni to hone my skills more and hopefully come out with a high grade and a job. I work hard because, as with everyone, I am so passionate about making games.
See you tomorrow! Bye.